In the far-off future, the solar system is inhabited by 3 races: Humans, Robots, and Animods.
Civilization runs off of Zenithium, a clean and renewable energy source, but coexistence is a struggle.
Your goal: unite the planets to gain control of the senate!
Players will struggle to gain Influence on the 5 planets: Mercury, Venus, Earth, Mars, and Jupiter. This Influence is represented by discs in different colors.
In Zenith, there are 3 victory conditions:
Absolute victory: Gain 3 Influence discs from the same planet.
Democratic victory: Gain 4 Influence discs from strictly different planets.
Popular victory: Gain 5 Influence discs (from any planets).
The game ends immediately as soon as one player meets 1 of these three conditions.
—description from the publisher
- Engine-building depth
- Thematic flavor of sci-fi conquest remains strong
- Complex symbol language
- Less direct interaction leads to slower tension
- Array
- Array
- Engine-building and resource optimization with indirect tug-of-war elements rather than direct confrontation.
- Array
- Futuristic sci-fi planet-colony setting where players pull planet discs toward their side and build efficiency across multiple color tracks.
- Array
- Array
- Array
- mixed
- Radlands
- Compile
Mechanics (from transcript analysis)
- Action economy — Three possible actions per turn: recruit, advance technology, or leadership.
- planet track manipulation — Pull discs toward your side to gain control over planets.
- tech track cascading bonuses — Advancing tech levels unlocks bonuses that stack with lower levels.
- Tech trees — Advancing tech levels unlocks bonuses that stack with lower levels.
- Time track — Pull discs toward your side to gain control over planets.
Video topics + discussion points
Quotes (from this video)
- Radlands is pure aggression.
- The camp drafting alone creates massive variability.
- You're destroying each other's stuff, racing to finish, adapting on the fly.
- Zenith is indirect, pulling planets and building efficiency.
- The technology cascade is clever and satisfying.
- A surprisingly non-confrontational for a tug-of-war game.
- The cards lack character and the theme is basically non-existent.
- Compile is for the deep strategy niche who want lane battling variety and don't mind abstract themes.
References (from this video)
- Multiple paths to victory via 3 win conditions and 3 tech tracks
- Deep card interactions and variability
- Intuitive iconography after learning
- Addictive feel and high replayability
- Can be punishing; early missteps can sink you
- Tends toward optimal strategies that may reduce variety
- Can feel like you must race to 4/5 planets in order to win
- space empire competition and color collection
- Two-player space/planetary tug-of-war with colors representing planets
- competitive, tactical, abstract
Mechanics (from transcript analysis)
- color_based_area_control — claim five planets by moving colors toward your side; colors cycle back when claimed
- Deck building — play cards to affect board and gain advantages; costs of red cards can be lowered by playing more red cards
- deck-building — play cards to affect board and gain advantages; costs of red cards can be lowered by playing more red cards
- hand management — leader token changes hand size from 4 to 5 or 6
- hand_management_and_leader_token — leader token changes hand size from 4 to 5 or 6
- tech_tracks — three tech tracks (zenithium) providing upgrades with cascading benefits
- Time track — three tech tracks (zenithium) providing upgrades with cascading benefits
Video topics + discussion points
Quotes (from this video)
- Zenith is honestly just really addicting.
- Playing Zenith is why I'm feeling so conflicted on it.
- Are you bribing me by having Castles of Burgundy and Feast Froen not only having top shelf billing, but also getting their own cubes just for themselves? Because if so, it's working.
- 10 out of 10. Best collection we've ever received.
- Extra points for a Gricola being one shelf lower than Fused and only showing the spine of the box. Well played.
- a full cube of Dungeons and Dragons stuff.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- optimization is the death of discovery and exploration in board games.
- We don't accept gatekeeping.
- Gloom Haven sized box.
- Don't think you have to back day one.
- This is going to be a standalone game. This isn't meant to be combined.
- You can't please everyone.
References (from this video)
- Narrowly edging out opponent shows fan support
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It's literally a popularity contest.
- Code Names Duet is also just a lot of fun.
- Santorini has the legs to make it to the final four.
- Zenith narrowly edged it out 51% to 49% of the vote on this one.
- Watergate is my favorite two-player game.
- I'm 6 and 0 on Cena so far.
References (from this video)
- Clever use of discounts and color mechanics
- Tension in deciding when to interact with an opponent's cards
- Aggressive interaction can disrupt opponents more than some players prefer
- Abstract engine-building and color economy
- Color-driven card-drafting with discounts that scale with color-owned cards.
- Abstract, highly strategic
Mechanics (from transcript analysis)
- Card removal interaction — Removing opponent's cards can alter their discount costs for future purchases.
- Color-based discount stacking — Discount on card costs based on how many cards of each color you already possess.
Video topics + discussion points
Quotes (from this video)
- Skyler: My favorite game featuring ongoing discounts is Flamecraft.
- Dylan: This is my favorite of the West Kingdom trilogy, and managing ongoing discounts is a major key to success in the game.
- Aaron: Space the final frontier. These are the voyages of whatever you name your ship.
- Caitlyn: In Ark Nova, you can claim partner zoos in four of the five continents. And whenever you play an animal into your zoo that matches one of your partner zoos, you get a three credit discount on the animals cost.
- Skyler: This creates a very low conflict environment where everyone helps to improve the town, making it awesome for families.
- Jamie: Lord of the Rings Duel for Middle-earth really got me thinking about the decision space of do I spend money on a card now or wait to get the resource that a card provides so I don't have to pay it in the future.
References (from this video)
- Tight, meaningful decisions where almost every choice matters
- Multiple paths to victory increase strategic depth
- Heavy iconography without text can hinder onboarding
- Initial learning curve and guide lookup can be frustrating
- space supremacy through strategic card play
- Galactic confrontation over planets using technology and influence
- you vs. opponent in a tight tug-of-war for influence
Mechanics (from transcript analysis)
- Card play / tech track — Play cards to gain influence, advance the technology track, or gain money to influence outcomes.
- currency management — Zenithium and money are used to drive track progression and actions.
- Leadership token — Leadership tokens convert into economic power, influence, or Zenithium currency.
- Win condition variety — Win by accumulating five planets, four different planets, or three of the same planet.
Video topics + discussion points
Quotes (from this video)
- Agent Avenue is a clever little game.
- Zenith is an incredibly tight game.
- Star Wars Battle of Hoth reminds me of being a kid again.
- I still love Scout and it's small enough where you can keep both.
- Hidden bidding feature really adds a fun twist to this one.
References (from this video)
- engaging two-player head-to-head design that rewards anticipation and planning
- strong card variety leads to meaningful differences game-to-game
- replayability is high due to modular board and evolving card interactions
- top-deck randomness can affect consistency and perceived fairness
- overall rules can feel non-trivial and may require careful study for new players
- diplomacy, card-driven engine with tech progression
- Interplanetary influence race across multiple planets
- dynamic, modular board with evolving strategic options depending on card combos
- Her Europe
- Castle Combo
- Age of Civilization
Mechanics (from transcript analysis)
- area influence / tug-of-war — players cycle cards and influence tokens to push control of planets toward their side, creating back-and-forth tension
- deck-building / multi-use cards — cards drawn from a deck have multiple uses, including influence on planets, diplomatic actions, and tech resources
- diplomacy / resource management — players manage resources (technology chips) and negotiate or leverage card effects to influence planetary control, with a modular board adding variability
- Modular board — a technology track that changes with setup, adding depth and replay potential across sessions
- modular board technology track — a technology track that changes with setup, adding depth and replay potential across sessions
- Multi-use cards — cards drawn from a deck have multiple uses, including influence on planets, diplomatic actions, and tech resources
- Tug of war — players cycle cards and influence tokens to push control of planets toward their side, creating back-and-forth tension
Video topics + discussion points
Quotes (from this video)
- pretty straightforward
- not a lot of mechanisms here to confuse or bog down
- it's fine
- I've come to appreciate two-player head-to-head games a lot more
- this game is a head-to-head battler like Her Europe
- the aesthetics and user interface of Miso's board game Arena implementation was really neat
References (from this video)
- Tense, tight design where every decision matters
- Multiple win conditions add strategic depth
- Direct player interaction creates a satisfying tug-of-war feel
- Competitive space empire influence and control of planets
- Two-player tug-of-war over planetary influence using cards and technology progression
- Abstract strategic conflict
Mechanics (from transcript analysis)
- Card-driven actions — Players use cards to perform actions, manage resources, and influence outcomes.
- Influence/tug-of-war on planets — Direct competition to gain influence over individual planets, creating back-and-forth tension.
- Leadership token system — Gaining and leveraging leadership tokens to affect board state and momentum.
- multiple win conditions — Victory can be achieved by: five planets controlled, four different planets, or three of the same planet.
- Technology track progression — Advancing along a technology track unlocks capabilities and informs strategic decisions.
- Tug of war — Direct competition to gain influence over individual planets, creating back-and-forth tension.
Video topics + discussion points
Quotes (from this video)
- Zenith is an incredibly tight game.
- It feels like every decision that you make matters.
- And sometimes when you make a decision just to gain currency, it feels like you're losing out as your opponent is one step closer to gaining influence of that one planet you
References (from this video)
- Distinct, varied character art on every card
- strong graphic design
- cartoony, energetic recruitment
- Futuristic world with robots, animals, and humans
- vibrant, dynamic card art
Mechanics (from transcript analysis)
- card drafting — draft and play cards in a tug-of-war style
Video topics + discussion points
Quotes (from this video)
- art is incredibly subjective.
- I love aquariums.
- This is absolutely gorgeous artwork.
- The art just screams anime in every way.
- It's the best art I think of 2025.
References (from this video)
- Three distinct action modes provide strategic depth (agent, technology, diplomacy).
- Strong two-player and team play variants with clear rules for interaction.
- Discouraging yet rewarding card column discounts create planning opportunities.
- Iconography and multiple tokens can require a significant learning curve.
- High interaction can slow down with analysis-heavy turns in later stages.
- Influence, technology development, and diplomacy determine the winner across planetary tracks
- Interstellar competition across five planets with humans, robots, and animals vying for influence
- Strategic, card-driven, modular interaction with multiple victory paths
Mechanics (from transcript analysis)
- Area influence / planet tracking — Advance influence markers on planetary tracks and resolve benefits from technology and diplomacy fulfillment.
- Card-driven actions — Play a card from hand as an agent, a technology advance, or a diplomacy action to influence planets and earn resources.
- Diplomacy board and leader token — Resolve diplomacy effects to gain resources and the leader token, which increases redraw size.
- Endgame and scoring conditions — End when a player achieves three matching influence, four different influences, or five total influences.
- Opponent interaction: mobilize, exile, transfer — Interact with opponents by drawing extra cards, discarding/exiling cards, or stealing from them to alter discounts and influence.
- Resource management — Manage credits and zenithium to pay costs and activate card effects; discounts accrue within columns.
- Technology tracks and bonuses — Three faction tracks with row bonuses; first players to reach certain steps unlock special rewards.
Video topics + discussion points
Quotes (from this video)
- Zenith is a lane battling game in which two sides compete to gain influence over the five planets.
- There are three different ways to take your turn: as an agent, as a technology, or for diplomacy.
- Simple yet strategic.
References (from this video)
- Clean core loop with depth through upgrades and card-driven actions
- Thematic sci-fi setting with straightforward but engaging decisions
- Not yet played; opinions are based on description and wishlist
- Solo play and AI handling are unclear at this stage
- Line battler with planetary progression
- Sci-fi space lanes with planetary lines
- Direct, strategic competition
- Battle Line
Mechanics (from transcript analysis)
- Card Play — Cards are used to advance on lines, upgrade abilities, and generate resources.
- Line battling — Players compete to move or claim lines that grant advantages and access to planets.
- Resource management — Money earned from cards is spent on upgrades and actions.
Video topics + discussion points
Quotes (from this video)
- Let's talk about the hottest and most popular board games out there right now.
- these character powers are insane.
- after four races of rolling dice and using your abilities, you'll check who's going to be the winner.
- Zenith is a line battler.
- Eternal Decks, which is a cooperative board game all about playing out cards.
- the theme is through and through true to the true material real.
- The hottest board game out there right now is The Old King's Crown.
- You reveal those cards, but then all of the players can manipulate cards, chaos ensues.
References (from this video)
- Keeps players engaged by not ending the tug outright
- Simple, fast-moving core mechanic with high interaction
- Scoring resets may feel repetitive over long plays
- Endurance contest with ongoing tension
- Tug-of-war with continuous scoring and resets
- Competitive yet persistent tug-of-war struggle
Mechanics (from transcript analysis)
- Continuous tug-of-war with point-accumulation — Winning a tug does not lock in place; it grants a point and resets.
Video topics + discussion points
Quotes (from this video)
- Actions always succeed in Vantage; the challenge is how much time, morale, and health you lose along the way.
- the limited information of I can see something that you can't see and how that encourages communication and cooperation.
- one player is playing a card and that card has instructions that the other player must follow or you lose.
- if you roll seven bells on your turn, you just instantly win.
References (from this video)
- two-player tug-of-war lanes
Mechanics (from transcript analysis)
- tug-of-war / lane control — Three lanes with leader tokens; players advance on technology tracks while blocking the opponent.
Video topics + discussion points
Quotes (from this video)
- This is 10 through 1. This is not easy.
- Logic and Lore is a two-player logical game with tons of variants.
- Shout out to Puerto Rico. That would have been my number one.
- Flamecraft DS is a two-player head-to-head where you are placing out these different dragon tile chips.
- Zenith is absolutely delightful.
- Amber Leaf is my number one game from 2025.
References (from this video)
- dense two-player puzzle with significant interaction
- strong thematic flavor and components
- clear strategy around influence tracks and token economy
- two-player limitation may reduce replayability
- iconography and rules can be heavy for new players
- space politics and domination via planetary influence
- solar system with alien races vying for influence
- strategic sci-fi
- Dominion
Mechanics (from transcript analysis)
- area influence / track-based engine — budgets and cards are spent to influence planets and gain tokens
- Deck/hand management — draw up to four cards, then play actions to tracks and spend Zenith tokens
- Resource management — credits/Zenith tokens used to fuel actions and influence
- Two-player asymmetry — first player token provides an edge and pacing advantage
Video topics + discussion points
Quotes (from this video)
- The cool thing about this game is the way that you take your turns in the game.
- Studying actually pays off big.
- There are lots of cool magical things that the potions do for you.
- Simultaneous play.
- This is a tableau building game where you are trying to basically stack the characters that are in front of you.
- The deck is massive, and I don't think there are repeats; each card is unique.
References (from this video)
- Elegant tug-of-war mechanism with strategic depth
- Good tension and position-crafting through card play
- Multiple strategic lanes via tech tree and color tracks
- Two-player focus may limit audience
- Some strategies can be highly dominant with optimal play
- color-driven tug-of-war competition
- two-player dueling arena with color tracks
- abstract tactical duel with evolving track dynamics
- Duel for Cardia
Mechanics (from transcript analysis)
- color-synergy and discounts — investing in a color increases efficiency and discounts on that color’s cards
- tech tree and board depth — a side board with tech options that influence strategy
- Tech trees — a side board with tech options that influence strategy
- Tug of war — five color tracks where advances reset when completed
- tug-of-war tracks — five color tracks where advances reset when completed
Video topics + discussion points
Quotes (from this video)
- In the world of Vantage, nobody cares that I'm trans. I'm merely a passer by chatting with the Denizens, playing games, and participating in trials.
- Dispatch is eight scenarios. It's a little bit like a superhero animated TV show where you are making story choices.
- Inkorn is a deck builder in the style of Slay the Spire, but it adds a lot of things that aren't in Slay the Spire without overly complicating the game.
- Here Lies is a cooperative mystery solving game that does a brilliant thing with limited communication and limited information where one player has all the answers.
References (from this video)
- Extremely interactive two-player experience
- Heavy variety of cards and abilities
- Tense, time-bound play that rewards timing
- High card variety can be intimidating at first
- dynamic planetary movement with a richness of card interactions
- head-to-head planetary tug-of-war
- rapid, aggressive, highly interactive combat
Mechanics (from transcript analysis)
- card-driven positional tug-of-war — Play cards in three areas to move planets and influence scoring; high interaction is central.
Video topics + discussion points
Quotes (from this video)
- 2025 is shaping up to be the year of two-player games, and I am totally here for it.
- This is easily his best design to date.
- Stuper Mundy is the most Eurol looking Euro game you will ever see, but unbelievably interactive.
References (from this video)
- highly thematic with a lot of variety
- numerous card interactions and combos
- strong component quality and art
- complex for new players
- involves deep planning and optimization
- influence projection and tech advancement
- space-themed tug-of-war over planets
- strategic, system-driven
- Gaia Project
- Twilight Imperium (in spirit of big space games)
Mechanics (from transcript analysis)
- card play and color coding — cards represent different factions (animals, robots, humans) and colors to control planets.
- planet influence and adjacency — placing cards to influence planets and gain points for color-based objectives.
- tech track progression — spend resources (zenithium) to advance tech tracks for powerful effects.
- Track advancement — spend resources (zenithium) to advance tech tracks for powerful effects.
Video topics + discussion points
Quotes (from this video)
- This is the perfect kind of game to play like late in the evening with maybe some people who aren't into like super heavy games.
- I played it 80 times as a result.
- Moon Colony Blood Bath. Try and think of a crazier name. You can't.
References (from this video)
- Excellent two-player game
- Strategic card puzzle with constant back-and-forth
- Multiple win condition paths create interesting decisions
- Fun cartoony art style
- Works well at multiple player counts
- Head-to-head competition for planetary control
- Space conflict over planetary systems
- Abstract space conflict simulation
- Captain Flip
Mechanics (from transcript analysis)
- Card Play — Playing cards matching planet colors and providing various effects
- multiple win conditions — Win by collecting three same color, four different colors, or five total planets
- technology tracks — Three faction tracks (animals, robots, humans) with cascading benefits
- Tug of war — Pushing and pulling five planets between players for control
Video topics + discussion points
Quotes (from this video)
- 2025 is halfway done. And this year, honestly, so far for board games has been super strong.
- This year has been really really strong.
- Race Chicago was a big surprise for us. We really liked it a lot.
- this just it doesn't feel like any other game I've played
- The Anarchy is an absolute banger.
- It's like the 2.0 level up from Hadrien's Wall.
- I love Molly House.
- it's really about coming together
- Luier is really really good. If you like big heavy euros that are pretty, it's a banger.
- this game is dope
- this is what I wanted Too Many Bones to be. It feels like too many bones leveled up.
- It's such a banger
- I just love the double-sided cards.
- Unstoppable is truly unstoppable.
- for my money, one of the best like two-player games I've played in a long time
- it's so good. It's so awesome.
References (from this video)
- tight, rewarding tug-of-war
- beautiful production values (yellow side is pretty)
- theme may feel abstract to some players
- tech race and resource management
- glossy sci-fi tug-of-war with color-based tracks
- competitive but strategic
- Watergate
- Lord of the Rings Duel
Mechanics (from transcript analysis)
- card-driven resource allocation — spend yellow tokens to advance on tech and other tracks
- tug-of-war/pressure track — three areas where tokens move along a line toward your goal
Video topics + discussion points
Quotes (from this video)
- I'm judging a little.
- I want a deluxe version of this game.
- This is a solo puzzle, and it's a five out of five for me.
- I would pay for a deluxe version.
- Skyrise is a crossover we both have in the same video.
- This is a fantastic set of games. This is a good set of games.
References (from this video)
- rich interaction between card play and lane control
- strong engine-building feel for a two-player game
- heavy iconography and rules sheet; may deter new players
- lane control with suits, tech tracks, and Zenithium resource
- space empire conflict across planets
- engine-building and tactical lane battles
- Compile
- Yomi 2
Mechanics (from transcript analysis)
- card-driven lane battles — play cards to influence planets and push influence toward you
- leadership token / draw cards — spend cards to gain leadership tokens that increase card draw
- resource engine and card discounts — cards grant discounts for future plays and enable chain effects
- technology tracks — move up tracks to unlock powerful rows and triggers
Video topics + discussion points
Quotes (from this video)
- The metal system is like really cool.
- If you like Shards of Infinity or Ascension or Star Realms, check out Misborn because it's just this metal system is like really cool.
- Beaverton, Beaverton, Beaverton—beaver town vibes.
- This is a quick two-player card game.
- Zenith is a lane battle game at heart, but with a lot more depth.
References (from this video)
- Multiple strategic paths
- Quick turns
- Interesting multi-use card system
- Three different board areas
- Complex decision-making
- Multiple resource management
- Planetary Influence
- Space
- Strategic Conquest
- Castle Combo
Mechanics (from transcript analysis)
- Area Control — Players move planets towards their side of the board
- Multi-use cards — Cards can be used for multiple actions across different board areas
Video topics + discussion points
Quotes (from this video)
- Play some games, will you?
- We're going to rule the universe
References (from this video)
- fast, smooth gameplay
- high interaction and tension
- not for those averse to high player interaction
- competition and calculation
- space-themed tug-of-war with planetary mechanics
- fast-paced, tense, competitive
Mechanics (from transcript analysis)
- tug-of-war — players pull from opposing sides with card-driven actions to gain advantage.
Video topics + discussion points
Quotes (from this video)
- Starting off with the two-player game, Agent Avenue.
- It's a boatload of fun and it's another game which I've just brought out and it just never misses.
- This is another two-player abstract game that I can't stop playing and that's Zenith.
- Rival Cities takes Tug of War to another level.
- The production on Shackleton Base is through the roof.
- Ponzi scheme is one of the most stressful games you'll ever play and it's brilliant.
References (from this video)
- Very engaging, high replayability
- Feels like a standout in its class
- Can be overwhelming at first due to depth
- tableau/engine synergy and discovery
- Lure of epic skirmish mischief with heavy engine emphasis
- exuberant, highly addictive
- Airline and Sea
Mechanics (from transcript analysis)
- Engine-building / card-driven play — Players chain actions for efficient cycles and scoring momentum.
Video topics + discussion points
Quotes (from this video)
- The Crew is back.
- it's mostly Astronauts. Like, it's basically Astronauts with a rethe.
- 2026 has just begun, which means there's plenty of times for things to get better.
- Zenith is absolutely amazing.
- I will burn Mountain Ghost Legacy down to hold on to this one.
References (from this video)
- tight, tense back-and-forth between players
- three distinct win conditions provide multiple paths to victory
- well-designed tug-of-war with separate lanes reduces monolithic pressure
- highly satisfying token/track mechanics with meaningful choices
- great depth and replayability even after many plays
- initial randomness can feel tacked on or unclear until players understand card synergies
- a minority of cards can be less effective in certain strategies
- some players may experience a slower start as the deck thins and familiarizes itself with combos
- leadership tokens, track-based bonuses, and tactical card play to outmaneuver an opponent
- futuristic, space-age competition involving diplomacy and token-driven power balance
- highly tactical, with a focus on back-and-forth confrontation and multiple winning avenues
- Watergate
- The Lord of the Rings: The Duel
- 7 Wonders Duel
Mechanics (from transcript analysis)
- area control via majorities — gaining majority in certain zones or colors helps determine control and possible bonuses
- card play and deck-building — players draft and play cards into their own zones, triggering effects and discounts that shape turn economy
- leader/holding tokens and hand-size management — taking and upgrading the leader token increases hand size and offers strategic choices about resource risk and reward
- multi-track tug-of-war — three distinct advancement tracks (technology, token collection, and one other lane) create simultaneous pressure toward multiple win conditions
- take-that style interactions — cards can directly impact an opponent's position or resources, creating tense back-and-forth moments
- token and resource management — players collect and move colored tokens, with bonuses tied to symbol tracks and card interactions
- variable tech board with 6 options — technology actions are board-based and can be configured in different ways, providing replay variety
Video topics + discussion points
Quotes (from this video)
- an absolutely fantastic game.
- This is an incredible back and forth experience.
- There is nothing I don't like about the game.
- Zenith is possibly better than those.
- This is a five out of five game for me.